diff --git a/Source/Engine/Physics/Colliders/CapsuleCollider.cpp b/Source/Engine/Physics/Colliders/CapsuleCollider.cpp
index 3e3ca0aff..4bf135060 100644
--- a/Source/Engine/Physics/Colliders/CapsuleCollider.cpp
+++ b/Source/Engine/Physics/Colliders/CapsuleCollider.cpp
@@ -6,9 +6,7 @@ CapsuleCollider::CapsuleCollider(const SpawnParams& params)
: Collider(params)
, _radius(20.0f)
, _height(100.0f)
- , _direction(ColliderOrientationDirection::YAxis)
{
- SetColliderDirection(_direction);
}
void CapsuleCollider::SetRadius(const float value)
@@ -33,24 +31,6 @@ void CapsuleCollider::SetHeight(const float value)
UpdateBounds();
}
-void CapsuleCollider::SetColliderDirection(ColliderOrientationDirection value)
-{
- _direction = value;
- switch (value)
- {
- case ColliderOrientationDirection::XAxis:
- SetColliderOrientation(Quaternion::Identity);
- break;
- case ColliderOrientationDirection::YAxis:
- SetColliderOrientation(Quaternion::Euler(0, 0, 90));
- break;
- case ColliderOrientationDirection::ZAxis:
- SetColliderOrientation(Quaternion::Euler(0, 90, 0));
- break;
- default: ;
- }
-}
-
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
@@ -61,10 +41,8 @@ void CapsuleCollider::DrawPhysicsDebug(RenderView& view)
const BoundingSphere sphere(_sphere.Center - view.Origin, _sphere.Radius);
if (!view.CullingFrustum.Intersects(sphere))
return;
- Quaternion collRot;
- Quaternion::Multiply( _colliderOrientation, Quaternion::Euler(0, 90, 0), collRot);
Quaternion rotation;
- Quaternion::Multiply(_transform.Orientation, collRot, rotation);
+ Quaternion::Multiply(_transform.Orientation, Quaternion::Euler(0, 90, 0), rotation);
const float scaling = _cachedScale.GetAbsolute().MaxValue();
const float minSize = 0.001f;
const float radius = Math::Max(Math::Abs(_radius) * scaling, minSize);
@@ -77,10 +55,8 @@ void CapsuleCollider::DrawPhysicsDebug(RenderView& view)
void CapsuleCollider::OnDebugDrawSelected()
{
- Quaternion collRot;
- Quaternion::Multiply( _colliderOrientation, Quaternion::Euler(0, 90, 0), collRot);
Quaternion rotation;
- Quaternion::Multiply(_transform.Orientation, collRot, rotation);
+ Quaternion::Multiply(_transform.Orientation, Quaternion::Euler(0, 90, 0), rotation);
const float scaling = _cachedScale.GetAbsolute().MaxValue();
const float minSize = 0.001f;
const float radius = Math::Max(Math::Abs(_radius) * scaling, minSize);
@@ -109,11 +85,7 @@ void CapsuleCollider::UpdateBounds()
// Cache bounds
const float radiusTwice = _radius * 2.0f;
OrientedBoundingBox::CreateCentered(_center, Vector3(_height + radiusTwice, radiusTwice, radiusTwice), _orientedBox);
- Transform transform = _transform;
- Quaternion rot;
- Quaternion::Multiply(transform.Orientation, _colliderOrientation, rot);
- transform.Orientation = rot;
- _orientedBox.Transform(transform);
+ _orientedBox.Transform(_transform);
_orientedBox.GetBoundingBox(_box);
BoundingSphere::FromBox(_box, _sphere);
}
diff --git a/Source/Engine/Physics/Colliders/CapsuleCollider.h b/Source/Engine/Physics/Colliders/CapsuleCollider.h
index ed96cc168..60526750c 100644
--- a/Source/Engine/Physics/Colliders/CapsuleCollider.h
+++ b/Source/Engine/Physics/Colliders/CapsuleCollider.h
@@ -5,27 +5,6 @@
#include "Collider.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
-///
-/// The collider orientation direction.
-///
-API_ENUM() enum class ColliderOrientationDirection
-{
- ///
- /// Orient to the X-Axis.
- ///
- XAxis,
-
- ///
- /// Orient to the Y-Axis.
- ///
- YAxis,
-
- ///
- /// Orient to the Z-Axis.
- ///
- ZAxis
-};
-
///
/// A capsule-shaped primitive collider.
///
@@ -40,7 +19,6 @@ private:
float _radius;
float _height;
OrientedBoundingBox _orientedBox;
- ColliderOrientationDirection _direction;
public:
///
@@ -75,20 +53,6 @@ public:
/// The capsule height will be scaled by the actor's world scale.
API_PROPERTY() void SetHeight(float value);
- ///
- /// Gets the orientation direction of the capsule collider.
- ///
- API_PROPERTY(Attributes="EditorOrder(111), DefaultValue(typeof(ColliderOrientationDirection), \"YAxis\"), EditorDisplay(\"Collider\")")
- FORCE_INLINE ColliderOrientationDirection GetColliderDirection() const
- {
- return _direction;
- }
-
- ///
- /// Sets the orientation direction of the capsule collider.
- ///
- API_PROPERTY() void SetColliderDirection(ColliderOrientationDirection value);
-
public:
// [Collider]
#if USE_EDITOR
diff --git a/Source/Engine/Physics/Colliders/Collider.cpp b/Source/Engine/Physics/Colliders/Collider.cpp
index 844030e32..1ad6b4946 100644
--- a/Source/Engine/Physics/Colliders/Collider.cpp
+++ b/Source/Engine/Physics/Colliders/Collider.cpp
@@ -14,7 +14,6 @@
Collider::Collider(const SpawnParams& params)
: PhysicsColliderActor(params)
, _center(Float3::Zero)
- , _colliderOrientation(Quaternion::Identity)
, _isTrigger(false)
, _shape(nullptr)
, _staticActor(nullptr)
@@ -45,36 +44,11 @@ void Collider::SetCenter(const Vector3& value)
_center = value;
if (_staticActor)
{
- Quaternion result;
- Quaternion::Multiply(Quaternion::Identity, _colliderOrientation, result);
- PhysicsBackend::SetShapeLocalPose(_shape, _center, result);
+ PhysicsBackend::SetShapeLocalPose(_shape, _center, Quaternion::Identity);
}
else if (const RigidBody* rigidBody = GetAttachedRigidBody())
{
- Quaternion result;
- Quaternion::Multiply(_localTransform.Orientation, _colliderOrientation, result);
- PhysicsBackend::SetShapeLocalPose(_shape, (_localTransform.Translation + result * _center) * rigidBody->GetScale(), result);
- }
- UpdateBounds();
-}
-
-void Collider::SetColliderOrientation(const Quaternion& value)
-{
-
- if (Quaternion::NearEqual(value, _colliderOrientation))
- return;
- _colliderOrientation = value;
- if (_staticActor)
- {
- Quaternion result;
- Quaternion::Multiply(Quaternion::Identity, _colliderOrientation, result);
- PhysicsBackend::SetShapeLocalPose(_shape, _center, result);
- }
- else if (const RigidBody* rigidBody = GetAttachedRigidBody())
- {
- Quaternion result;
- Quaternion::Multiply(_localTransform.Orientation, _colliderOrientation, result);
- PhysicsBackend::SetShapeLocalPose(_shape, (_localTransform.Translation + result * _center) * rigidBody->GetScale(), result);
+ PhysicsBackend::SetShapeLocalPose(_shape, (_localTransform.Translation + _localTransform.Orientation * _center) * rigidBody->GetScale(), _localTransform.Orientation);
}
UpdateBounds();
}
@@ -194,10 +168,8 @@ void Collider::Attach(RigidBody* rigidBody)
// Attach
PhysicsBackend::AttachShape(_shape, rigidBody->GetPhysicsActor());
- Quaternion result;
- Quaternion::Multiply(_localTransform.Orientation, _colliderOrientation, result);
- _cachedLocalPosePos = (_localTransform.Translation + result * _center) * rigidBody->GetScale();
- _cachedLocalPoseRot = result;
+ _cachedLocalPosePos = (_localTransform.Translation + _localTransform.Orientation * _center) * rigidBody->GetScale();
+ _cachedLocalPoseRot = _localTransform.Orientation;
PhysicsBackend::SetShapeLocalPose(_shape, _cachedLocalPosePos, _cachedLocalPoseRot);
if (rigidBody->IsDuringPlay())
{
@@ -289,9 +261,7 @@ void Collider::CreateStaticActor()
_staticActor = PhysicsBackend::CreateRigidStaticActor(nullptr, _transform.Translation, _transform.Orientation, scene);
// Reset local pos of the shape and link it to the actor
- Quaternion result;
- Quaternion::Multiply(Quaternion::Identity, _colliderOrientation, result);
- PhysicsBackend::SetShapeLocalPose(_shape, _center, result);
+ PhysicsBackend::SetShapeLocalPose(_shape, _center, Quaternion::Identity);
PhysicsBackend::AttachShape(_shape, _staticActor);
PhysicsBackend::AddSceneActor(scene, _staticActor);
@@ -434,19 +404,15 @@ void Collider::OnTransformChanged()
if (_staticActor)
{
- Quaternion result;
- Quaternion::Multiply(_localTransform.Orientation, _colliderOrientation, result);
- PhysicsBackend::SetRigidActorPose(_staticActor, _transform.Translation, result);
+ PhysicsBackend::SetRigidActorPose(_staticActor, _transform.Translation, _transform.Orientation);
}
else if (const RigidBody* rigidBody = GetAttachedRigidBody())
{
- Quaternion result;
- Quaternion::Multiply(_localTransform.Orientation, _colliderOrientation, result);
- const Vector3 localPosePos = (_localTransform.Translation + result * _center) * rigidBody->GetScale();
- if (_cachedLocalPosePos != localPosePos || _cachedLocalPoseRot != result)
+ const Vector3 localPosePos = (_localTransform.Translation + _localTransform.Orientation * _center) * rigidBody->GetScale();
+ if (_cachedLocalPosePos != localPosePos || _cachedLocalPoseRot != _localTransform.Orientation)
{
_cachedLocalPosePos = localPosePos;
- _cachedLocalPoseRot = result;
+ _cachedLocalPoseRot = _localTransform.Orientation;
PhysicsBackend::SetShapeLocalPose(_shape, localPosePos, _cachedLocalPoseRot);
}
}
diff --git a/Source/Engine/Physics/Colliders/Collider.h b/Source/Engine/Physics/Colliders/Collider.h
index 29a6752ad..a2e115dcc 100644
--- a/Source/Engine/Physics/Colliders/Collider.h
+++ b/Source/Engine/Physics/Colliders/Collider.h
@@ -21,7 +21,6 @@ API_CLASS(Abstract) class FLAXENGINE_API Collider : public PhysicsColliderActor
DECLARE_SCENE_OBJECT_ABSTRACT(Collider);
protected:
Vector3 _center;
- Quaternion _colliderOrientation;
bool _isTrigger;
void* _shape;
void* _staticActor;
@@ -78,19 +77,6 @@ public:
///
API_PROPERTY() void SetContactOffset(float value);
- ///
- /// Gets the collider's orientation, measured in the object's local space.
- ///
- FORCE_INLINE Quaternion GetColliderOrientation() const
- {
- return _colliderOrientation;
- }
-
- ///
- /// Sets the orientation of the collider, measured in the object's local space.
- ///
- void SetColliderOrientation(const Quaternion& value);
-
///
/// The physical material used to define the collider physical properties.
///